Interview with Star Trek Online's Design Director
eldavojohn writes "In a brief QJ article about STO, the Glen Dahlgren (Design Director of Star Trek Online) mentions a few details about STO:
Dahlgren insists that it's still too early to reveal the game's specifics and in-depth details, but tells that players will be able to choose whether to group in space or join a crewed ship. Gamers will also be able to fly more powerful ships and vessels and the captain will have some incredible abilities that players will surely look forward to. He also reveals that they are currently working on ensuring that new players will get the help they need when faced with unfamiliar terrain. There won't be auto-leveling of characters but they will provide tools to make off-line time valuable to the online experience.What makes this interesting is that there have been a lot of indicators that STO will be aiming to achieve 'high-end content' and not just combat content. It's becoming obvious that MMO's new to the scene need to offer consumers more than just combat content. Will STO be able to coax both the Sims Online and World of Warcraft crowds?"
You know what might be nice? Assinged shifts on the crewed vessels. So say, once a week from 4:30P - 5:30P you should log on for your "shift", or risk an insubordiantion on your record. Of course, with the time-intensive nature of MMORPG's it may not be a healthy feature, (few will want the 'graveyard' shifts) but none the less interesting. IMHO...
Oh so many moons ago, myself and my buddies were pretty heavily into FASA's Star Trek Starship Combat Simulator, a boardgame/wargame similar to Star Fleet Battles. (this is paper, dice, and lead figure stuff kids)
FASA also had a Star Trek RPG that tied into the wargame, so I picked it up to see what it was like. We tried playing it a few times, using mostly FASA's own modules.
For those used to D&D style hack'n'slash, it was a real adjustment adapting to the Star Trek universe. Combat encounters were invariably quick and *lethal* - a phaser (or similar weapon) set to kill - well, it KILLS. Zap, dead, done. Getting into firefights with the bad guys was a sure road to terminal casulties.
The FASA module designers were cognisant of this, and their modules tried very hard to provide a myriad of non-combat resoulutions to problems and puzzles. But that placed demands on players to do a lot more thinking, follow the story with much more attention to detail, and role-play very intensely.
In the end, it was just too much of a commitment to be successful, and we reverted back to pure starship combat.
While well done and well thought out, it just didn't support casual gameplay very well. Anybody can join in on a dungeon crawl at a moment's notice and with little preparation. Attempting to solve a murder mystery wrapped in a diplomatic puzzle takes a whole lot more work.
I'm curious to see how the game designers intend to handle this problem - and I sure hope it isn't via "5 shots to kill a tribble".
DG
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